Function introduction

Build an architectural scene

The architectural scene is a digital twin environment used for managing and viewing Building Information Models (BIM), performing facility operations and maintenance, and overseeing frontline operations. By creating an architectural scene, you can more effectively organize and manage the building model and its related data, thereby enhancing the overall efficiency of building operations and management.

The process of building the architectural scene is shown in the diagram below:

You can view the built architectural scene through the DataMesh Inspector for facility management, engineering inspections, and other operational tasks.

Create an architectural scene

The specific steps for creating an architectural scene are as follows:

1. Access the BIM Data page

On the DataMesh FactVerse platform, navigate to Digital Assets> BIM Data in the function module navigation bar to access the BIM Data page.

2. New architectural scene
a) In the BIM Data page, click New to open the New window.
b) Fill in the architectural scene information in the New window and click the Confirm button when completed.

In the New window, you need to provide the following information about the architectural scene:

    • Name (Required): The name of the architectural scene.
    • Directory (Required): The storage directory for the architectural scene. After creating the scene, the system will create a hidden folder named after the architectural scene in this directory to store the constructed files and digital twins of the equipment. For example, after successfully creating the architectural scene “DM Office,” a hidden folder named “DM Office” will be automatically created in its directory.
    • Description: You can add a brief text description to introduce or describe the architectural scene.
    • Cover: You can choose a standard format image from your local files as the scene’s cover. Selecting an appropriate cover image can enhance the recognizability of the architectural scene.

Process BIM file

Processing BIM files is intended to convert Revit files into a format usable by DataMesh Inspector. The processed files can be used to build architectural scenes.

During the BIM file processing, you have two options: online processing and local processing.

Online Processing (FactVerse File Conversion Service):

    • Convenience: No need to install or configure any local software. The FactVerse platform automatically handles the file conversion. You simply need to upload the Revit file to convert it into a usable format.
    • License required: Online processing requires a license for the FactVerse platform’s file conversion service.
    • Applicable scenarios: Suitable for users who need to quickly convert BIM files into usable file formats, especially those who do not wish to perform complex operations locally or lack the necessary tools.

Local Processing (Using AutoDesk Revit and 3ds Max with Plugins):

    • Control: Users have complete control over the file conversion process, making it suitable for those who require highly customized settings.
    • Version Compatibility: Local processing supports higher versions of Revit files (Revit 2023 to Revit 2025), ideal for users handling files from these versions.
    • Revit and 3ds Max Required: Local processing requires the installation and configuration of Revit and 3ds Max software on the device.
    • Applicable Scenarios: Suitable for users with specific needs, such as local deployment environments or those requiring processing of large and complex files. Through local processing, users can ensure the accuracy and compliance of the generated files.

Online processing

Upload .rvt files from Revit 2021 to Revit 2023 versions to the DataMesh FactVerse platform, and use FactVerse’s file conversion service for processing, after which you can proceed to build architectural scenes.

The specific steps are as follows:

1. Access the Resources page

On the DataMesh FactVerse platform, select Digital Assets in the functional module navigation bar, then click on Resources to enter the Resources page.

2. Upload .rvt Files

On the Resources page, click the Upload button to upload an RVT file from your local device.

You can also import engineering cloud resources (drawings, documents, models) to the FactVerse platform with one click via the Autodesk Engineering Cloud platform. Note: The company administrators need to set up the Autodesk BIM360 account in the Enterprise Management module for users within the enterprise tenant to use this import function.

3. Processing .rvt file
a) Accessing the BIM Data page: On the DataMesh FactVerse platform, select Digital Assets > BIM Data from the function module navigation bar to enter the BIM Data page.
b) Entering the Architectural Scene Details page: On the BIM Data page, click the detail button of the architectural scene to enter the Architectural Scene Details page.
c) Import .rvt file
i. Click the Import button to import the previously uploaded .rvt file into the architectural scene.

ii. When modeling an architectural scene across different disciplines—such as architecture, structural, electrical, plumbing, and HVAC—you can upload the BIM models for each discipline into the same architectural scene. Subsequently, you can merge these models during the construction process to create a cohesive large-scale architectural scene.
iii. Refresh the page to view the latest status of the file. Once the upload is complete, the file status will change from “Local uploading” to “Pending Processing.”

d) Processing the file
i. Select the .rvt file you wish to process and click the Process button. In the prompt that appears, confirm the processing consumption count to convert the .rvt file into a format compatible with DataMesh Inspector. Note: In this version, you do not need to worry about consumption counts and can proceed directly with the processing.

ii. During processing, the file will be in a non-selectable state, displaying “Processing.” You can manually refresh the page to check the latest status. When the file status shows “Processed,” the .rvt file will be converted into a zip file.

Local processing

If you choose local processing, you can utilize the AutoDesk Revit and 3ds Max plugins to convert .rvt files (from Revit 2023 to Revit 2025) into a format compatible with DataMesh Inspector and generate a .zip package. After uploading this .zip file to the FactVerse platform, you can proceed directly to build your architectural scene.

1. Install the Revit plugin
a) Download the Revit plugin installation file.
b) Double-click the installation file to start the installation.

Note: Ensure that AutoDesk Revit is installed and not running during this process.

2. Open Revit: After installing the plugin, open Autodesk Revit for the first time. In the prompt dialog, click the Always Load button.

3. Convert the file
a) Open the file you wish to convert.
b) In the toolbar, navigate to Add-Ins > Inspector Local.

c) The file will be automatically saved as a Revit file once the conversion is complete.

4. Locate the generated file

5. Install the 3ds Max plugin
Note: If installation fails due to antivirus software, please refer to the “Antivirus protection settings” section for assistance.
a) Download the 3ds Max plugin installation file.
b) Double-click the installation file to install the plugin. Note: Do not change the installation path of the plugin (startup path).

c) Confirm the installation path.

d) Click Install.

e) Click Finish to complete the installation.

6. Run the plugin
a) Open 3ds Max. If it is currently running, close it and reopen. You should now see the Inspector Local menu in the main menu bar.

b) Click the Inspector plugin menu and select the target file, specifying the export directory in the pop-up window.

c) Click Execute.

d) If any components are missing, click to install them.

e) A zip file will be generated.

7. Upload the zip file: Upload the generated zip file from your local system to the FactVerse platform. You can also import project cloud resources (drawings, documents, models) from the Autodesk cloud platform to the FactVerse platform with a single click. Note: The company administrators must set up the Autodesk BIM360 account in the Enterprise Management module for users within the enterprise tenant to access this resource import feature.

8. Import the zip file: Open the architectural scene details page, click the Import button, and select the zip file to import.

Antivirus protection settings process

1. Open Settings:
a) Select the “Start” menu and click on “Settings.”
b) Go to “Privacy & Security” and open “Windows Security.

2. Access virus and threat protection management settings: In the “Windows Security” center, select “Virus & Threat Protection Settings,” then click on “Manage Settings.”

3. Add exclusions:
a) Under “Exclusions,” click on “Add or remove exclusions.”

b) Click Add an exclusion.

c) Select Folder.

d) Choose the path where the plugin is downloaded to exclude files in that directory from being affected by the antivirus software.

Build the architectural scene

Prerequisite: The BIM file has been processed into a format compatible with DataMesh Inspector.

The steps to build the architectural scene are as follows:

1. Access the BIM Data page: In the DataMesh FactVerse platform, navigate to Digital Assets > BIM Data in the module navigation bar to open the BIM data page.

2. Open the Architectural Scene Details Page: On the BIM Data page, click the detail button for the architectural scene to access its detail page.

3. Build the BIM file
a) Select the .zip file you want to build and click the Build button. Confirm in the prompt window to accelerate and package the architectural scene file.

b) During the building process, the file status will display as “Accelerating.” Refresh the page, and when the status changes to “Accelerated,” the file has been successfully built. You can now open this architectural scene using Inspector.

Roam in the architectural scene

In Roaming Mode, you can closely inspect and review various parts of the building model within a virtual environment, facilitating the identification and adjustment of issues during the design and construction phases.

Follow these steps:

1. Log in to DataMesh Inspector.

2. Access the Architectural Scene homepage, click on the architectural scene you want to view:

    • When opening the architectural scene for the first time or if no marker has been added, it will default to Roaming Mode.
    • For scenes with added markers, you can select the desired marker in the marker selection window and click the Roaming Mode button to enter Roaming Mode.

3. Browsing in the Roaming mode:

    • Panning: Use the Panning Joystick on the left to pan and zoom in or out the camera view, effectively moving the camera position on a horizontal plane. By sliding the joystick, you can move the camera left, right, forward, or backward to explore different areas of the architectural scene.
    • Rotation: Use the View Angle Joystick on the right to rotate the camera and change the viewing angle. This allows you to view the building model from various angles for a better understanding of its structure and design.
    • Adjusting view height: The up and down arrow buttons are typically used to adjust the height of the view. This enables you to move up and down within the architectural scene to observe different levels or heights of the building.

Markers are key position marks within the architectural scene, allowing you to quickly navigate to specific locations.

By adding markers for inspection areas in Roaming Mode, you can swiftly switch the camera position to those points, or place the corresponding building scene model in the corresponding position in real space, enabling you to view the architectural scene in MR mode.

Follow these steps:

1. After opening the architectural scene, when roaming to common locations such as entrances, passages, or rooms, click the Marker list button  in the left-side functional navigation to expand the list.

2. Click on the + Add button at the top, and a QR code icon will promptly appear at the center of the screen.

3. The QR code will follow the camera’s position and angle, and automatically attach to the nearest model in the center of your view. Use the joystick and the up/down arrows on the right to adjust the QR code to a location that is easy to recognize, then click the Drop button.

4. After placing the QR code, a rename window will pop up. Enter a name for the marker to easily distinguish the different locations it represents.

5. In the Marker list, you can rename, adjust the position, or delete any placed marker.

6. After adding markers, simply click on any marker in the list to swiftly “land” at the target location.

Manage auxiliary resources

Auxiliary resources consist of 2D assets and 3D models that can be linked to components within the building model. 2D assets, such as drawings and images, can be attached to scene components to guide construction, illustrate process steps, and provide equipment operation documentation for maintenance. In contrast, 3D models can simulate equipment placement, aiding in the optimization of spatial layout and planning.

Add auxiliary resources

The specific steps are as follows:

1. Open the Resource Directory:
a) In the architectural scene interface, click the resource button , then click Select resources.

b) Click Select from the directory to open the Resource directory window.

2. Locate resource files: Navigate through folders or use the search function to find the desired resource files.

3. Add resources to the scene: Click on the resource file you wish to add, then select Add to the architectural scene.

An information panel for the resource will appear in the center of the scene, prompting you to “Click any component to attach.”

4. Attach resources:
a) Adjust the viewpoint to the component where you want to add the resource: In Roaming Mode, use the joystick to change the viewpoint and position; in MR Mode, move your handheld device to load component models into your view. The information panel for the resource will follow the scene’s movement, remaining centered on the screen.
b) Click on the component in the scene where you want to attach the resource, then click the Drop button on the resource information panel to complete the addition of the auxiliary resource. Note: You must complete the addition of the current resource before proceeding to the next one.

Once added, an anchor point will be visible on the selected component.

Edit auxiliary resources

Edit 3D models

1. Open the resource editing menu: Click on the 3D model added to the scene to open the resource editing menu.

2. Change attachment:
a) Click the Change Attachment button。
b) Move the view to the component where the resource is to be added, then click on the component in the scene.
c) Click the Drop button on the resource information panel to reattach the resource to another component.

3. Pose adjustment: After clicking the Pose Adjustment button, conical arrows (movement joystick) corresponding to the X, Y, and Z axes will appear near the center of the model (X axis is red; Y axis is green; Z axis is blue).

    • Move: Click and drag the conical movement joystick to move the model along that axis.
    • Rotate: Clicking a conical movement joystick activates a circular rotation joystick perpendicular to that axis. For example, clicking the Y-axis conical arrow activates the circular rotation joystick in the XZ plane. Dragging the mouse anywhere on the rotation joystick in the XZ plane allows the object to rotate around the Y-axis.
    • Zoom: Hold the rotation joystick (circular) at any position until the three conical movement joysticks disappear, then drag in the direction of the tangent perpendicular to the rotation handle to zoom the model or sub-object.

4. Delete: Click the Delete button to remove unnecessary resources from the current scene and simplify the scene content.

Edit 2D resources

1. Open the resource editing menu: Similar to 3D models, clicking on a 2D resource in the scene will open the resource editing menu.


2. Change attachment:
a) Click the Change Attachment button.
b) Move the view to the component where the resource is to be added, then click on the component in the scene.
c) Click the Drop button on the resource information panel to reattach the resource to another component.

3.  View: By clicking the View button, you can toggle the display modes of the 2D resource, including full screen, collapse, drag, and zoom, to fit different scene requirements.

4. Delete: Like with 3D models, clicking the Delete button allows you to easily remove unnecessary 2D resources.

View architectural scene in MR mode

MR (Mixed Reality) Mode is a viewing method that combines virtual building models with real-world scenes. With MR mode, you can view virtual building models in a real environment, achieving a seamless integration of the virtual and the real, making it easier for on-site inspection and management.

Prerequisites

The architectural scene must already contain markers.

Specific steps:

1. Download and print Inspector Marker.

2. Select target marker and MR viewing mode: If you have returned to the homepage, when you click on the architectural scene again, you will need to select which mode to enter and where to position yourself in the scene. For example, to reach the office entrance in MR mode, you need to select the corresponding marker before entering MR mode.

3. Scan the marker: Place the prepared marker at the corresponding location on-site. Align the scanning box with the marker to complete the recognition.

4. View the architectural scene in MR mode: Move around with your handheld device, and component models will continuously load into your field of view, calculating and loading the architectural scene based on your real-time location.

5. Focus on the target component: In MR mode, while moving, select a target component. By clicking , an arrow pointing to the target component will appear on the screen, allowing you to move the camera according to the arrow’s guidance to easily find the target component. In roaming mode, click to quickly return to the selected target component

6. View component information: Click on any component model to expand its data panel, displaying engineering information of the component.

7. Add component annotations:

a) Click the component annotation button to bring up the annotation panel.

b) Through the annotation panel, you can click to add text and image records for the selected component, as well as change the component’s color to describe any issues present.

Collaboration annotations

The collaborative annotations feature supports viewing and commenting on annotations made by other team members during the inspection process. Simultaneously, the annotation browser greatly enhances the visualization of annotations.

1. Open the component annotation panel: In the architectural scene, select the component and click the component annotation button to open the component annotation panel.

2. Add a new annotation:
a) In the component annotation panel, click the add annotation button to open the annotation window.

b) In the Annotation window, enter the annotation content and add a screenshot.

c) Click Done to complete the annotation addition.

Delete annotations

1. Select the annotation to be deleted: In the component annotation panel, click on the annotation to be deleted to open the annotation window.

2. Delete the annotation:
a) In the Annotation window, click the Delete button.

b) Click the Confirm button to confirm the deletion of the annotation.

Add annotation comments

The annotation comment feature supports viewing comments from other personnel and leaving comments during the inspection process.

1. Open the component annotation panel: Select the component and click the component annotation button to open the component annotation panel.

2. Leave a comment:
a) In the component annotation panel, click on the comment button for the target annotation.

b) Enter the content in the comment box and click Send to comment on the annotation.

3. View comment: After adding a comment, the new message information will be displayed below the annotation.

Enable annotation browser

1. Enable the annotation browser: Click the annotation browser button to view annotations in the architectural scene.

2. View annotation information: In annotation browsing mode, component annotation information is displayed in bubble form, showing all annotation information within the user’s field of view.

3. Move annotation: Long-press on the annotation information, when it turns blue, you can drag and relocate it to another position.

When you need to revisit historical inspections, you can find the target annotation in the annotation list on the Annotation homepage. Click to view the content of each annotation record. During the review, you can modify or add record content using the same methods as in regular inspections.

The specific steps to view annotations are as follows:

1. Select the target architectural scene: Click the target architectural scene in the architectural scene list on the Annotation homepage.

2. Enter roaming mode: Click View in the architectural scene to enter roaming mode.

3. Place the marker: Place the printed marker in the inspection area on site.

4. Switch to MR mode: Click the MR mode toggle button and scan the marker placed on site to enter MR mode.

5. Conduct the inspection:
a) In the architectural scene, click the resource information panel to open and view the auxiliary materials added to the scene.
b) Adjust the scene model’s transparency for better comparison during the inspection.
c) Create, delete, modify annotations, or add comments. For more information, please refer to Collaboration annotations.
d) Click the color option to mark the selected component with color.

6. Complete the inspection: Once the inspection is finished, click the return button in the upper left corner to exit.

Annotation task management

On the Annotation Task Management page of the FactVerse platform, you can view and manage various annotation contents, and you can export the annotation list in Excel format.

1. Create a new annotation task: In the FactVerse platform, go to Work of Acceptance > Annotation Task Management page and click the New button.

2. Fill in task information: In the new task window, enter the annotation task name, associate it with the relevant architectural scene, and click the Confirm button after completing the information.

3. View annotation records: On the Annotation Task Management page, click the details button corresponding to the task you want to view to open the annotation record page.

4. Export annotation records: On the annotation record page, click the Export Excel button to download the annotation record file to your local device.

5. View annotation records: Open the annotation record file to review the annotation records.

Create equipment digital twins in the architectural scene

Using DataMesh Inspector to support facility maintenance and building operations requires the creation of digital twins for equipment and the definition of business relationships between the equipment.

Create equipment digital twins

1. Create digital twin template: Use the FactVerse platform or FactVerse Designer to create a digital twin template for the target equipment based on actual business needs.

2. Export Template: Export the Excel template from the architectural scene, which includes sample data.

3. Fill in the Excel template: Refer to the equipment business relationships in your equipment management system (such as Building Management System) to fill in the following information in the template:

    • Digital Twin information:
      • Digital Twin (Required): The name of the digital twin to be created. The created digital twin will be automatically saved in the hidden folder of the architectural scene.
      • Floor: The floor where the equipment is located.
      • System Ownership: The system to which the equipment belongs.
    • Equipment Business Relationships: After adding business relationships, you can view the relationships between equipment in the DataMesh Inspector in conjunction with the real environment.
      • Target digital twin: The digital twin of the equipment that has a business relationship with this equipment.
      • Business Relationship Description: A description of the business logic relationship for the created digital twin.
      • Relationship Type: Relationship types defined based on Brick Schema, with 4 options provided by the system:
        • feeds: Indicates that one device provides services, resources, or data to another device or system. For example, a chiller provides cooling water to an air handling unit.
        • hasPart: Indicates that a device is part of another device or system. For example, an air handling unit may include components like fans and filters.
        • hasPoint: Indicates the relationship between a device and its measurement or control points. For example, an HVAC system may have multiple temperature sensors to monitor temperatures in different areas.
        • hasLocation: Indicates the relationship between a device and its location. For example, a temperature sensor is installed in a specific room to monitor the temperature of that room.
    • Information Required for Creating Digital Twins:
      • Digital Twin Template (Required): The name of the digital twin template used for the equipment, such as a generic cabinet template.
      • Digital Twin Template External ID: If a template with the same name exists in the current tenant’s digital asset catalog, use the External ID to help the system accurately locate the template when creating the digital twin.
    • BIM Component Information: Information about the BIM components that match the digital twin of the equipment.
      • BIM Component Attribute Name (Required): An attribute from the BIM component, such as Element ID or Name, used to bind the digital twin created from this row of information.
      • BIM Component Attribute Value (Required): The attribute value of the BIM component used to bind the digital twin created from this row of information.

Notes:

    • The two rows highlighted in yellow in the template are example data. To avoid accidental edits, these cells are locked for protection; please start filling in from row 5.
    • Ensure all required information is correctly filled out and check that the format of the template complies with system requirements before importing.

4. Import Excel template: On the Architectural Scene Details page, import the completed Excel template.

The system will generate digital twins for each piece of equipment based on the imported information and associate them with BIM components in the scene. The generated digital twins will appear in the digital twin list in the Equipment relationship panel, and the relationships can be displayed in both relationship diagram and table formats.

Excel spreadsheet sample

Below is an example of an Excel spreadsheet used to create digital twins for the central air conditioning system devices in Room 101 on the third floor.

View equipment business relationships

In the Architectural scene detail page on the FactVerse platform, check the generated digital twin list of equipment to ensure that all equipment digital twins and their business relationships are correct.

    • Relationship Diagram: Click the “Relationship Diagram” icon , and the system will display the connections between the selected digital twin and other digital twins in a graphical format. Through the graphical interface, you can intuitively understand the upstream and downstream relationships, control relationships, etc., between the equipment.
    • Relationship Table: Click the “Relationship Table” icon , and the system will list detailed information about all relevant digital twins in a tabular format, including relationship types, target digital twins, business relationship descriptions, etc.

Adjust equipment business relationship

Based on actual requirements, manually edit the business relationships of equipment digital twins in the equipment relationship list page within the architectural scene. This ensures alignment between real-world business needs and the digital twins.

    • Add relationship:
    1. On the equipment relationship list page for the architectural scene, click the New button to open the creation window.
    2. Select the Target digital twins and Relationship type.
    3. (Optional) Enter a description of the business relationship.
    4. Click Confirm to save the new relationship.
    • Modify relationship:
      1. Locate the relationship entry you want to modify in the relationship table.
      2. Click the edit button to open the Edit
      3. Update the target digital twin, relationship type, or business relationship description.
      4. Click Confirm to save the changes.
    • Delete relationship:
      1. Find the relationship entry you want to delete in the relationship table.
      2. Click the delete button , and the system will prompt you to confirm the deletion.
      3. Upon confirmation, the relationship will be removed from the list, and the association will no longer be valid.

View equipment facilities in 3D or MR mode

In DataMesh Inspector, you can view equipment facilities in 3D or MR mode by following these steps:

1. Log in to DataMesh Inspector.

2. Open the architectural scene: Select either Roaming mode or MR mode to enter the architectural scene.

3. Roam and locate equipment facilities: As you navigate the scene, all created digital twins will glow, helping you quickly identify equipment. You can also click on devices in the equipment list to quickly locate the corresponding facility.

4. View equipment information:

    • Click on an equipment digital twin to access detailed equipment information and business relationships. Connected equipment will be linked by yellow dashed lines, with description boxes for the business relationships.
    • Use the Show/Hide All button to show or hide all associated business relationships for that equipment. You can also toggle the visibility of specific business relationships by clicking the corresponding on/off button.

User interface

Homepage of architectural scene

Annotation

Press one of the architectural scenes to enter the annotation page.

Settings

Language: You can switch the interface language to Simplified Chinese, English, Japanese, and Traditional Chinese.

Rendering quality: You can choose different rendering quality levels to adjust the clarity and level of detail in model rendering.

    • 1 (Lowest Quality): The most basic rendering level, ideal for quickly viewing the model or when the device performance is limited.
    • 6 (Highest Quality): The best image quality and detail display, but it may significantly impact software performance.

Logs: DataMesh supports uploading the latest seven logs.

Account: Click the Logout button to log out of the account and return to the login page.

Roaming mode

Left menu bar

The left menu bar includes the following options:

    • Back: Return to the homepage.
    • Geometry: Displays the hierarchical structure of the model.
    • Marker list: Shows the markers for various positions in the scene, making it easier for you to navigate and locate quickly.
    • Annotation list: Lists all annotations in the scene, allowing you to view and manage them.
    • Equipment list: Displays the list of equipment included in the scene, enabling you to view and manage equipment information.

Control tools for viewing the architectural scene

The scene viewing control tool consists of two joysticks at the bottom and up/down arrows on the right:

    • Panning joystick: The joystick located in the lower left corner is used for moving in all directions within the architectural scene. By sliding the joystick, you can move the camera in the corresponding direction.
    • View angle joystick: The joystick in the lower right corner is similar to the Panning joystick, but its function is to rotate the camera and change the viewing angle.
    • Up and down arrows: The interface also provides up and down arrows for adjusting the vertical position of the camera. You can use these buttons to raise or lower the camera’s position, changing the height of the viewpoint.

With these scene roaming control tools, you can roam freely within the architectural scene and adjust the viewpoint and camera height as needed for a better observation and experience.

Upper right menu

The menu in the upper corner includes:

    • Resources: Used to view and add auxiliary resources.
    • Annotation browser: Supports switching to the annotation browsing mode.
    • Mode switch: Allows switching between 3D roaming mode and MR mode.
    • Scene settings: In 3D roaming mode, scene settings include settings for dynamic loading range. This setting dynamically loads models within the corresponding range based on the position and perspective of the scene being viewed, ensuring smooth scene browsing and performance optimization.

Model loading progress

    • Model loading progress displays the current number of components being loaded for the model, helping users understand the loading progress.

MR Mode

Left menu bar: Functions are the same as in the roaming mode interface.

Upper right menu: Functions are consistent with those in the roaming mode interface.

In the “Scene Settings” of MR mode, you can not only adjust the dynamic loading range according to your needs but also modify the opacity of objects in the scene to enhance your user experience and improve interaction effects.

    • Opacity: You can adjust the opacity of objects in the scene, making them appear semi-transparent or fully transparent in the MR environment. This allows you to see the surrounding environment and other objects more clearly while browsing the scene, and also helps improve the visibility and usability of objects within the scene.
    • Dynamic loading range: In MR mode, the loading range settings are used to determine the range of models displayed within the actual spatial location. This meets the needs for viewing 3D models, real space, and the integration effects of both in frontline business applications. This setting limits the total size of models in the space and continuously updates the models within the range as you move in real-time, ensuring smooth operation of the Inspector and providing you with a stable interactive experience.

Geometry

The geometry automatically categorizes all components within the loading range based on their Category. Selecting a category makes the corresponding component models visible, while deselecting hides them. For instance, some walls situated in construction paths might be built in the later stages. During inspection, it is important to hide these yet-to-be-constructed walls for a clearer view. Therefore, selectively hiding certain components becomes essential.

Marker list

In the architectural scene, you can add markers to quickly pinpoint target locations in different modes.

    • 3D roaming mode: By selecting a marker, you can quickly “land” at the target location.
    • MR mode: After clicking the marker, you can rescan and relocate it.

In the marker list, you can perform the following operations:

    • Rename: Rename the marker for better management and identification.
    • Adjust Position: Change the position of the marker in the scene to more accurately reflect the target location.
    • Delete: Remove markers that are no longer needed.
    • Add: Introduce new markers in the scene to accommodate new needs.

Annotation list

The annotation list documents the records, marks, and annotation content for each component. The list is categorized into two panels: My Annotations and All Annotations.

    • My annotations: Display the annotation information created by you, one by one.
      • Annotation positioning button: Clicking the annotation location button will take you to the corresponding component’s location. In roaming mode, clicking any annotation’s location button will switch the view to the recorded component’s location. In MR mode, clicking the annotation’s location button will display a navigation arrow on the screen, guiding you to the location of the recorded component..
      • View comment button: denotes that the annotation has a comment, and a red dot in the upper right corner acts as a notification for new comments.
    • All Annotations: Shows annotation names and the creator’s icon (displaying the user’s initials or the first character of their Chinese name).
    • Annotation positioning button: Clicking the annotation location button will take you to the corresponding component’s location. In roaming mode, clicking any annotation’s location button will switch the view to the recorded component’s location. In MR mode, clicking the annotation’s location button will display a navigation arrow on the screen, guiding you to the location of the recorded component.
    • View comment button: denotes that the annotation has a comment. There are no red dot notifications for new comments.

Equipment list

This feature allows you to view and quickly navigate to all equipment in the scene. By clicking on a piece of equipment, you can quickly navigate to the location of that equipment.

Component information panel

In the architectural scene, when you select a component, the edges of that component will be highlighted, and an information panel will pop up. The information panel displays important information such as the component’s BIM data and the business relationships of the equipment, helping you to understand and manage the components within the scene.

Component annotation panel

In the architectural scene, when you select a component, click the annotation button in the toolbar on the right. This action will open the annotation panel for the component, allowing you to view, add, edit, and delete annotations, as well as make comments for the annotations.

Concepts

Architectural Scene: A larger-scale architectural scene generated from one or more BIM models through format conversion and merging processes, also known as a large space scene. The architectural scene can be likened to the “mold assembly” results in a BIM model. It includes the spatial data, BIM model data, and procedural records generated from annotations that you need to view.

Annotation: A checklist composed of marks and recorded data generated by the user during each viewing of the architectural scene.

Scene Resources: Multiple BIM model files used to generate the architectural scene. It contains the 3D appearance and attribute information of all components that need to be checked and browsed for your business execution.

Architectural Scene Inspection: By identifying markers, the architectural scene data is overlaid onto the construction site, allowing for a visual comparison between BIM design and actual construction conditions. It consolidates textual records, image attachments, and color markings generated during the comparison process into a single scene inspection record. Historical inspections can be revisited in the scene for review and modification. The purpose of architectural scene inspection is to provide intuitive references and guidance for construction teams or project supervisors, reducing rework costs and improving construction efficiency.

Equipment Business Relationships: Business relationships typically refer to the upstream and downstream dependency relations of equipment, control and controlled relationships, and special logical relationships activated during emergencies/maintenance.

2D/3D Resource Files: Reference materials such as component models, design drawings, engineering specifications, and construction standards that can be used to associate 2D/3D resources in the spatial scene, guiding on-site business execution.

Quick start

Preparation

System requirement

The Inspector can be installed and used on an iPad or iPhone (iOS operating system), and the recommended system configurations are outlined below:

Device

Minimum Configuration

Recommended configuration

iPhone

System: iOS 14

System: iOS 17

  RAM: 4GB

RAM: 6GB

  Chip: A12

Chip: A16

iPad

System: iPadOS 14

System: iPadOS 16

  RAM: 3GB

RAM: 16GB

  Chip: A12

Chip: M2

Note: It is recommended to use 16GB or more of RAM to avoid forced application shutdowns due to insufficient memory.

Download and installation

You can download and install DataMesh Inspector from the Apple Store.

Download address: Apple Store

Account permission

To gain access to DataMesh FactVerse and use DataMesh Inspector, you need to contact your company’s administrator and request authorization. The administrator will assign you appropriate permissions based on your role and needs to ensure smooth access to DataMesh Inspector and related services. Once authorized, you can log into DataMesh Inspector and start using it.

Login

DataMesh Inspector supports various login methods, including standard login, third-party login, and QR code login. Depending on your needs, you can select the most suitable login method:

    • Regular Login: Suitable for users who have a registered FactVerse account and log in using their FactVerse username and password.
    • Third-party login: Ideal for users whose organizations have integrated Microsoft Entra ID, allowing for secure login through a Microsoft account.
    • QR Code Login: Best for users who frequently switch devices or environments, enabling quick login by scanning a QR code.

Regular login

On the login interface of DataMesh Inspector, use your account and password to log in.

Steps

1. Open the Login interface of DataMesh Inspector.

2. Press the gear icon to open the setting interface.

3. Select language in the setting interface.

4. Configure server:

    • Select public server: If your company is deployed on a public server, choose the server corresponding to your enterprise account from the list: China, Singapore, or Japan.
    • Set up private deployment server: If your company uses a private deployment server, you will need to set a service code during your first login. The steps to set up a private service code are as follows:

a. Click the more options icon to open the private deployment dialog.

b. In the private deployment dialog, enter your company’s private service code.

c. Click Confirm to complete the setup.

d. Click < Back to the login interface.

5. Enter your FactVerse user account and click the Next button.

6. Select your company account (optional): If you have multiple company accounts, a list of accounts will be displayed for you to choose from.

7. Enter your password in and click Next to complete the login.

Third-party login

DataMesh Inspector supports third-party login methods, utilizing Microsoft’s identity and access management service, Microsoft Entra ID, to enhance user security while using FactVerse.

Steps

1. Open the Login interface of DataMesh Inspector.

2. Configure language and server.

3. If your company uses a private deployment server, you need to set up a service code before logging in. Please refer to step 4 in the Regular login instructions for specific setup steps.

4. Click the third-party icon , and then follow the prompts to enter your Microsoft account password to log in.

QR code login

Use the QR code login feature provided by the FactVerse platform to quickly log in to DataMesh Inspector.

Steps

1. Open the Login interface of DataMesh Inspector.

2. Press the gear icon to open the setting interface. Select the correct language and server.

3. If your company uses a private deployment server, set the service code before logging in. Refer to step 4 in the regular login process for details.

4. Return to the login interface and click QR Code. A scanning box will appear.

5. Log in to the FactVerse platform, click on your username in the top navigation bar, and select “QR code login” from the account menu. The system will automatically generate a QR code that refreshes periodically.

6. Use DataMesh Inspector to scan the QR code generated in step 5 on the FactVerse platform. A prompt window will appear upon successful scanning.

7. In the confirmation window for QR code login on the FactVerse platform, click Confirm to complete the login.

Quick creation and viewing of the architectural scene

We will guide you through the basic process of creating, viewing, and interacting with a scene using the example of the “DM Office,” ensuring you can quickly get started and effectively utilize the features provided by DataMesh Inspector.

Step 1 Build the architectural scene

1. Log in to the DataMesh FactVerse platform.

2. Create a new architectural scene:
a) Navigate to the BIM Data page under the Digital Assets module, and click the New button to open the creation window.
b) Fill in the basic information for the architectural scene in the creation window, naming it “DM Office,” and then click Confirm to complete the information entry.

3. Upload the RVT file:
a) Navigate to the Resources page and click the Upload button.
b) Upload your RVT file from your local machine (supports Revit 2021 – Revit 2023). In this example, use the file “DM Office.rvt.”

4. Import the RVT file into the architectural scene:
a) On the BIM Data page, click the details button for “DM Office” to open the Architectural scene details page.
b) On the Architectural scene details page, click the Import button and select the uploaded “DM Office.rvt” file.

5. Process and build the file:
a) After importing, refresh the page. When the file status shows “Pending Processing,” select the file and click the Process button to start processing.
b) Refresh the page. When the file status shows “Processing complete,” select the file and click the Build button to start accelerating the model file.
c) Refresh the page to check the file’s latest status. Once acceleration processing is complete, the status will display as “Accelerated.”

Step 2 View the architectural scene

1. Log into DataMesh Inspector.

2. Open the architectural scene: On the home page, click on the architectural scene “DM Office” that you want to view.

3. First exploration of the architectural scene:
a) Use the Panning Joystick on the lower left side and the View Angle Joystick on the lower right side to navigate the scene.

b) Use the up and down arrows to adjust the camera height.

4. Add a marker:
a) In the marker list, click the Add button.

b) Use the joystick and up and down arrows for position calibration. Click the Drop button to rename the marker to “Conference Room A,” then click the Complete button to finish adding the location marker.

5. View the architectural scene in MR mode:
a) Print the Inspector Marker and place it at the corresponding location in the scene where the marker has been added.
b) On the Architectural scene home page, click the architectural scene “DM Office” that you want to view.
c) From the Target marker list, select the marker location “Conference Room A,” then click the MR Mode button.

d) Point your device (iPhone or iPad) camera at the printed Inspector Marker to scan it.
e) As you move your device, the component models will continuously load into your view.

6. View and add annotations:
a) Click on any component to view its information panel.
b) Add annotations or view existing ones for collaborative work.

Overview

DataMesh Inspector is a powerful mixed reality (MR) tool designed for mobile devices, providing users with a comprehensive mixed reality experience that plays a crucial role throughout the entire lifecycle of a building. Its applications include design review and disclosure, construction plan simulation, progress management, completion acceptance, and post-operation management. Particularly in the area of building facility operations and maintenance, DataMesh Inspector supports real-time monitoring of digital twins for key equipment, helping users efficiently diagnose equipment failures. By managing the business relationships between equipment, it enables more precise operational decisions. This integrated digital management approach significantly enhances the operational efficiency of buildings over their entire lifecycle.

Reference

Every element in the scene has a 3D coordinate that tells us the location of its center relative to the origin point, which is at 0,0,0. The three numbers in the coordinate represent the X, Y, and Z axis values respectively. When facing the origin point from the front, the X axis spans from your right to your left, the Y axis spans from up to down, and the Z axis spans from forward to backward. In each case, the value of the axis increases towards the former direction and becomes negative and decreases towards the latter direction once it reaches the origin point. Keep in mind that these directions are liable to change based on the rotation of your perspective.

In the example below, you can see both an origin point and a point that is located at (7, 3, 4). When viewing the origin point from the front, the point will appear to be 7 units to the right, 3 units above, and 4 units in front of the origin point. On the other hand, if we were to see a point that is located at (-7, -3, -4), it would appear to be 7 units to the left, 3 units below, and 4 units behind the origin point.

Interaction position and assessment

When you have a DataMesh Learn license, you can use the location position and assessment features in DataMesh Studio to create training and assessment scenarios.

You can set up user interactions with the scenario by adding link actions or interaction position to characters, thus creating scenarios with assessment tasks and scoring. Through these interactive actions, users can complete assessment tasks, and their performance can be evaluated and assessed based on their actions.

This feature allows you to assess the viewer’s ability to move an element from a starting location to a target location while viewing the scenario in mixed reality, which can simulate machine assembly, disassembly, repairs, and more.

Add an interaction position

In DataMesh Studio, you can add interaction positions for models and tools, and configure relevant parameters to achieve precise interaction effects, such as initial position, target position, tolerance angle range, automatic attraction range, etc.

The steps to add interaction positions to elements are as follows:

1. Select the element, then press the white Set Interaction Position button in the attributes pane.

2. A prompt should appear at the top of the workspace, which signifies that you have entered interactive building mode. From here, you can drag, rotate, and resize the model into your desired target location.

3. Users can set the interaction position in the attributes pane. For example, customize the interaction name, set the target position of the element, etc.

The Interaction pane is shown in the figure below:

    • Name: This is the name of the interactive position, which can be viewed from the Scene Attributes pane.
    • Initial Position: This parameter shows the starting position and rotation of the element and is grayed out during target mode. To change the initial position, exit target mode to move the element, then return to target mode.
    • Target Location: This parameter shows the coordinates and rotation of the target location. You can change this by dragging and rotating the model in the workspace, or by manually inputting the values.
    • Rotational Lock-on: This is an optional parameter that allows you to configure how similar the angle of the element needs to be to the target location in order to lock into place.
    • Positional Lock-on: This is an optional parameter that allows you to configure how far away the element needs to be from the target location in order to lock into place.

4. Click on the top corner of the Interaction pane, click YES in the popping up box to save the operation.

Check the interaction position list

Click on the workspace and then select the Interaction dropdown icon in the scene, all the interaction positions within the scene will be shown in the attributes pane.

The interaction position list is arranged in ascending order of creation time, displaying interaction order, name, description, and operations.

Operations supported by the interaction position list:

1. Delete: Press the trash can icon to remove the interaction.

2. Move up or down: Click the up or down icons to change the order of interactions.

3. Edit: Click interaction name to enter interaction edition mode to edit the position interaction.

A task refers to a specific objective that scenario editors can set for viewers in order for them to progress through the scenario. Tasks can be used to guide viewers through a simulated workflow, test viewers to see what they would do during certain situations and evaluate their performance. You can also set task categories in order to test for different criteria, and you can set numerical score values for each task in order to quantitatively assess the effectiveness of each viewer.

Create a task category

The steps for creating task categories are as follows:

1. Click Assessment in the Menu and then select the Task option. In the toolbar, go to Assessment > Task.

2. In the Task List, click the Task Category Management link in order to manage your categories.

3. In the Task Category List, click the Add button to open the Task Category window.

4. In the pop-up window, set the parameters of your new type. Below is an explanation of each parameter.

    • Category Name: Enter the type name here. Each task that belongs to this category will display a label containing this name in the task list. The character limit is 18, with no restriction on character format.
    • Label Color: This changes what color the type label is. Changing this allows you to easily differentiate between categories in the task list. The default color is red.
    • Total Available Points: This allows you to set the maximum score a viewer can earn for this category.
    • Passable: If this option is enabled, you could enter a passing grade to easily see if viewers passed or failed in this category.

5. Click Confirm to add your new category.

Create a task

The steps to create a new task are as follows:

1. In the toolbar, go to Assessment > Task.

2. In the Task List, click the Add button to open the Task Type window.

DataMesh Studio provides two task types for you to select:

    • Progression: This type of task scores the viewer based on their progression through the scenario. This is effective when utilized in choice-based scenes that navigate to other scenes based on the viewer’s choice.
    • Interaction: This type of task scores the viewer based on performing the correct actions in each scene. This is effective when utilized in hands-on scenes where the viewer must place a component in the correct location.

When a scenario is created with the purpose of testing viewers, some scenarios can have a linear progression through their scenes, while others may need to jump around between scenes using the link action. The navigation window allows you to control how viewers are able to navigate between scenes, ensuring that they cannot skip forwards or backwards in an unintended order.

To modify the scenario playback mode, you can click on the scenario menu, select Modify Play Mode.

In the window of Modify Play Mode, check or uncheck the option for “Enable Stage Traversal” as needed. When this option is checked, you can navigate scenes by clicking the page turn button while playing the scenario in DataMesh Learn.

Enable Stage Traversal: If this option is enabled, viewers can freely travel to the next scene whenever they want. Disabling this option ensures that they have to fulfill any conditions you have set before moving forward.

Enable Table of Contents: When this is enabled, viewers can see the table of contents, and select any scene that it contains in order to travel to that scene.

Objective

The training instructor can use DataMesh Studio to create a scenario for assembling cable lines that includes task assessment and scoring.

Prerequisite

The cable line models (DianLanXian_A, DianLanXian_B, CRMA15_Xian) and the cable interface models (DianLanJieKou, CRMA16_JieKou) have been uploaded to the resource library of FactVerse Services.

Steps

1. From the Resources pane, add all the necessary models into the workspace.

2. Add interaction position for cable line DianLanXian_A.

a). Select the cable line “DianLanXian_A” in the element list and click the Set Interaction Position button in the attributes pane.

b). In the Interaction pane, change the interaction Name to “Cable Line A Position Interaction”.

c). Move the cable line to the cable interface location in the scene and set the target position for the cable line.

d). In the Interaction pane of the attributes pane, set the Positional Lock-on to “1” (unit: m).

e). Move the cable line to the cable interface location in the scene and set the target position for the cable line.

3. Add interaction position for cable line DianLanXian_B.

a). Select the cable line “DianLanXian_B” in the element list and click the Set Interaction Position button in the attributes pane.

b). In the Interaction pane, change the interaction Name to “Cable Line B Position Interaction”.

c). Move the cable line to the cable interface location in the scene and set the target position for the cable line.

d). In the Interaction pane of the attributes pane, set the Positional Lock-on to “1” (unit: m).

e). Click x button to exit the Interactive Build mode, in the pop-up prompt box, click the Yes button to save the operation.

4. Add position interaction for cable line CRMA15_Xian.

a). Select the cable line “CRMA15_Xian” in the element list and click the Set Interaction Position button in the attributes pane.

b). In the Interaction pane, change the interaction Name to “Cable Line C Position Interaction”.

c). Move the cable line to the cable interface location in the scene and set the target position for the cable line.

d). In the Interaction pane of the attributes pane, set the Positional Lock-on to “1” (unit: m).

e). Click x button to exit the Interactive Build mode, in the pop-up prompt box, click the Yes button to save the operation.

5. Click anywhere in your workspace that does not select a an element, and the attributes pane will display the list of interaction positions in the scene.

6. Create a task type.

a). Click on the Assessment menu in the Menu, and then select the Task

b). In the Task List of the attributes pane, click on the Task Category Management to open the Task Category List.

c). In the Task Category List, click the Add button to open the Task Category window.

d). In the Task Category window, enter the task Category Name as “Interaction” and select the necessary parameters such as Passable and Passing Score.

e). Click Confirm to complete the addition of the task category.

f). Click < to exit the Task Category List.

7. Create a new scoring task.

a). In the Task List pane, click the Add

b). In the Task Type window, select Interaction and click Confirm

c). In the Add task window, fill in Task name as “Assemble Cable Line with Cable Interface”.

      • Select Task type as “Interaction”.
      • Selection Interaction ID as “ID:2”.
      • Set Scoring rules as Result Scoring, Operation succeeded as + 20 scores.

d). Click the Confirm button to complete the addition of the task.

8. Click  in the toolbar to view the real effect.

a). Click in the toolbar to view the real effect.

b). Click the Complete

c). After demonstrating all the interactions, you can click the Skip button to enter the next scene.

9. Click Modify Play Mode in the Menu and uncheck the option Passable.

10. Save the scenario with the name “Assembling Cable Lines”.

Customize spatial positioning methods

In DataMesh One, users are able to view DataMesh Studio scenarios in Mixed Reality. To ensure that the digital objects are to the desired scale relative to the real environment, DataMesh One users can change the size of the overall scenario and typically use all elements from the first scene to perform adjustments. To ensure that all digital objects are scale relative to each other, DataMesh Studio provides two tools to help scenario editors maintain spatial awareness while engineering their scenes: Reference Models and QR Marker.

Reference Models are transparent models that cannot be selected, edited, or moved unless you are in reference mode, and are completely invisible when the scenario is playing. They allow you to position your elements in relation to it, without interfering with your editing process.

Here is how to utilize reference models in your scenes:

1. To enter reference mode, select Scenario > Modify Scenario Positioning from the toolbar.

2. Find the model you would like to use as your reference model in the resources pane, then drag it into the workspace. In reference mode, you can freely position and adjust your reference model.

3. Once you are done, click the Quit button at the top right of your workspace to exit reference mode.

4. Play the scenario in DataMesh One and use joystick position scenario.

Note: In DataMesh One, the Position Reference setting needs to be set to First Frame, aligning with the first frame of the first scene in the script for positioning.

5. Click  to complete positioning.

QR Markers allow you to view your scenario in Mixed Reality through multiple locations in the virtual space. Each QR Marker corresponds to a QR code, and by scanning a physical copy of that code using DataMesh One, you can generate the digital elements found in your scenario. The layout and position of your roles depend on where you placed your QR Markers and which QR code you scanned. You can also toggle between horizontal markers for QR codes on the floor or a table, and vertical markers for QR codes on the wall.

Note: DataMesh FactVerse Services does not support downloading positioning codes from scenarios created using versions of DataMesh Studio prior to 5.5. To download the positioning codes, you need to open the scenario using DataMesh Studio 5.5 or above, re-upload the scenario, and then you will be able to download the included positioning codes from the FactVerse Service platform.

The steps for using QR code positioning are as follows:

1. Click the Scenario menu in the menu and select Modify Scenario Positioning from the drop-down menu to enter positioning mode.

2. Select the QR code (QR Code_ <number>) that needs to be positioned from the Elements pane and drag it to the desired location.

3. Click a blank space in the workspace to deselect the QR code. Then, in the attributes pane, click the Add Marker button under the Stage Attributes section to add a new marker.

Note: In DataMesh Studio versions 5.6 and up, the maximum number of markers you can add is 100. Otherwise, you can only add up to 10.

Clicking the Remove Marker button per time will sequentially delete a QR code within the scene from back to front.

4. Click the Quit button to exit the positioning mode, edit the scenario and save it.

5. Log in to DataMesh FactVerse Services, find the scenario and download the position QR code on the resources detail page.

6. Print the downloaded position QR code.

7. In the MR mode of DataMesh One, scan the QR code printed in step 6 and then the model will appear above the QR code.

Actions

Actions are the basis of scenario expression and interactive capability.

Actions are the basis of scenario expression and interactive capability. After selecting an element, click the  button in the upper right corner of the attributes pane. An action menu for adding actions will appear. Clicking the action option in the menu to add the corresponding action to the element. Depending on the type of the element and its current state, the available action options may vary.

For models, typically you can add the following six types of actions:

    1. Movement: Effects that alter the position, rotation, and size of the model or sub-elements.
    2. Disassemble: Action effects that disassemble or spread sub-elements within the model.
    3. Cross Section: Create a cross section effect on the model to show its internal structure.
    4. Disappear: Create an effect that makes the model disappear.
    5. Link: Link the model to another scene. Jump to the target scene by clicking the model.
    6. Color Change: Effects that change the color of the model or sub-elements.

If the model comes with built-in animations, you can also configure animation options. For attachment elements and tools, you can only add pose adjustments, disappear actions, and link actions.

Action Sequence: Multiple actions can be added to an element in the same scene, and clicking on a bar in the action list provides easy access to them.

Appear is the initial configuration option of all elements, allowing you to define the position, rotation, and scale of an element when it appears in the scene, as well as the duration of the appearance.

When you add an element to the scene, you can drag and rotate it to adjust its position and rotation. Additionally, you can make precise parameter adjustments to the Appear action properties of the element to further customize its appearance.

    • You can use the Position and Rotation settings to adjust the initial pose of an element. The Position setting determines the location of the element’s center in the scene’s coordinate system. For more information on position coordinates, please refer to How to understand 3D coordinates in the scene.
    • Reset All: The Reset All button allows you to restore the positions of all child objects of the model relative to the parent object.
    • Scale: The Scale setting is used to adjust the size of the model in the scene. You can still modify this configuration by using pose adjustment action in subsequent scenes.
    • Appear type: The default Appear type setting is Zoom, which means that the model will appear by gradually scaling up from the center point during playback. If set to Left or Right, the model will move a short distance in the corresponding direction and then stop at the designated appearance position.
    • Duration: The default duration is 1 second, which represents the length of time it takes for the Appear action to complete, from the start to the end.

The Movement action can make the elements in the scene move along a straight or curved path, and change their position, rotation angle, and size through operations such as moving, rotating, and scaling. By adding movement actions, you can create various dynamic effects for elements, such as acceleration, deceleration, or uniform motion.

How to move an element in a straight path

The Movement action enables an element to move along a straight path.

Here are the steps to add and set the Movement action for an element to move along a straight path:

    1. Select the element you would like to move during the scene.
    2. Click the button next to the element’s name in the attributes pane and select the Movement option from the drop-down menu.
    3. Move the element in the workspace to change its position or fine-tune the movement parameters in the attribute area, and then set the Duration of the movement action.
    4. By selecting the Movement Type, set the speed of the movement action.
      • Uniform: The role’s movement speed remains constant throughout the motion.
      • Accelerate: The movement gradually accelerates to full speed.
      • Decelerate: The movement gradually decelerates from full speed.
      • Organic: The movement accelerates to full speed, maintains the speed, and then decelerates to rest.

How to move an element in a curved path

You can also use the Movement action to make an element move along a curved path.

Here are some of the attributes that you will need to know to move an element in a curved path.

    • Curved Path: This option is disabled by default. Enabling this option allows the role’s path to curve around control points.
    • Face the Path: When this option is enabled, the element will always face the direction that it is moving.
    • Control Point: These are points along the element’s path that guide the way that the path curves. You can set as many as you want, and setting multiple points along one curve allows for more gradual and smoother movements.

The following are steps to add and configure elements to move along a curved path in the movement action:

    1. Select the element you would like to move in the scene.
    2. Click the button next to the element name and select Movement.
    3. Check the Curved Path option.
    4. Adjust model position, rotation, and scale and click Create a control point at the current position.
    5. Repeat Step 4 to create other control points for the curved path.
    6. Adjust the position and curvature of the control point to make the curved path smoother.
    7. Configure Duration and Movement Type of the movement.
    8. Click the Play button to preview the effect of the movement action.
    9. Fine-tune the settings of the movement action for the curved path as needed.

Some models come with their own predefined animations, which can be configured in the Action. When a model contains animations, we can configure the animation of the model in DataMesh Studio, such as setting the playback mode and duration of the animation.

Here are the steps to configure the animation of a model:

1. Select the model in the Elements pane.

2. Click the button in the attributes pane and select the Configure Animation option.

3. In the attributes pane, you can see all the animation names that the model contains.

4. You can select the animation you want to configure, set its playback mode to Play Once or Play Loop, and modify the Duration of the animation.

You can add a Disassemble action to any element that contains sub-elements. By default, the Disassemble action will expand all primary sub-elements under the element. You can set the disassemble effect for all sub-elements in a Disassemble action, or you can continue to add Disassemble actions for sub-elements that contain lower-level sub-elements, thereby achieving an outward-to-inward sequential expansion effect.

Add a Scatter action

To add a Disassemble action for a selected element or sub-element, click the button next to the element name in the attributes pane. Then, in the action menu, select Disassemble. This will add a Disassemble action to the element or sub-element.

In the Disassemble attributes pane, you can choose between two types of disassembly effects: Exploded and Axial.

    • Exploded: This option separates sub-elements by pushing them outwards from the center of the parent element. By adjusting the Distance slider or value, you can modify the distance of the sub-element from the parent element.
    • Axial: This option arranges sub-elements in a straight line along an axis. By adjusting the Distance slider or value, you can change the spacing of elements in the line. The Direction option refers to the direction in which the sub-elements are arranged.

Exercise 1

To achieve the Disassemble configuration for a monster model and one of its arms within a Disassemble action, you can follow these steps:

1. Select the monster model in the scene.

2. In the attributes pane, click the button next to the name of the monster model, and select Disassemble in the action menu.

3. Configure Disassemble Type, Range or Distance and Duration.

4. In the workspace, click to select the right arm of the monster model.

5. In the attributes area, Enable the Disassemble action for the arm, and set Disassemble Type, Range or Distance and Duration.

6. Select the monster model again in the workspace, you can see there is only one Disassemble action in the action list.

Exercise 2

To add a separate Disassemble action to the right arm of the monster model, you can follow these steps:

1. Select the monster model in the scene.

2. In the attributes pane, click the button next to the name of the monster model, and select Disassemble in the action menu.

3. Configure Disassemble Type, Range or Distance and Duration.

4. In the workspace, click to select the right arm of the monster model.

5. In the attributes pane, click the button and select Disassemble in the action menu.

6. Configure Disassemble Type, Range or Distance and Duration.

7. Reselect the monster model in the workspace, and you will notice that the action list in the attributes area now displays two disassemble actions. The first disassemble action pertains to the Disassemble action effect of the entire monster model, while the second disassemble action specifically applies to the arm.

Reassemble

Reassembling means removing the Disassemble effect that has been applied to the model, thereby restoring it to its original state.

You can follow these steps to remove the Disassemble action:

1. Select the disassembled model in the workspace.

2. In the attributes pane, click the button next to the model’s name and select Disassemble in the action menu.

3. Check the Reset option.

4. This will cause all the previously separated sub-elements to merge together to form the original model.

This action allows you to show the interior of a model by ‘cutting’ into it, which is an effective way to show how a model’s physical counterpart might function. You can adjust which part of the model is removed, how long the cut animation takes, and which direction the cut is made in.

Add a cross section

To add a cross section to a model, follow these steps:

1. Select the model that you want to add a cross section to.

2. Click the button near the element’s name in the attributes pane and select the Cross Section option.

3. The Removal Cube will appear in the workspace, which is a transparent blue cube with three lines that represent each axis. This cube allows you to choose the section of the model that you want to remove. You can drag and rotate the Removal Cube in order to customize your desired cross section, and its position can change whether the model is cut in half, or if a corner is removed.

4. Configure the section in the attributes pane.

You can configure cross section action as follows:

    • Animation Direction: The section animation consists of your chosen section fading out in an axis relative to the Removal Cube. This option allows you to choose which axis the fade occurs in.
    • Removal Corner: The position of the point where the three faces of the section body intersect. This shows you the point where all three of the Removal Cube’s axes meet. You can also manually input the point’s coordinates for extra precision.
    • Removal Axis Angle: Each field represents the angle of one axis of the removal cube. You can manually input the angle in order to change which direction the removal cube is facing.
    • Preset: We provide a variety of presets that you might find helpful when choosing your cross section. Each preset has a corner of the model removed, along with a visual guide to help you choose the right one for you. In the visual guides, the blue cube represents your model, and the yellow cube represents the removed section. In addition, the visual guides rotate along with your perspective of the model in the workspace.

5. Click the Preview button to check the section action effect and adjust it according to the effect.

When cross sectioning an element, the default behavior is that all of its sub-elements inherit the cross-section effect. If you would like a specific sub-element to not be affected, follow these instructions below.

1. Select the sub-element that you would like to be exempt from the cross sections effect.

2. In the cross-section settings, toggle the Enable option so that it is active, select the Reset checkbox, and make sure the Animation Direction is set to None.

Repair a cross section

After cross-sectioning a model, you may want to reverse the process afterwards. You can simply remove the cross-section action, which will cause the model to suddenly be full again during the next scene, or you can repair it using the same animation for consistency. Here are the steps to do so.

1. Select the cross sectioned element that you want to repair.

2. Click the button next to the element’s name in the attributes pane and select Cross Section from the action menu.

3. In the Cross section settings in the attributes pane, make sure that the Reset checkbox is checked.

4. Configure the Section action through the settings of Animation Direction, Removal Corner, Removal Axis Angle, Preset and Duration.

5. Click the play button to preview the effect of removing the section and make section adjustments as needed.

When previewing a scenario or playing it in DataMesh One, you can easily navigate to the target scene by clicking on a model or sub-object that has a Link action associated with it.

Note: If the target scene is deleted, the link will become inactive. In addition, links are only active during the scene that they first appear in. To add another link to the model in a different scene, you must first remove the original link, then add the new link.

To add a Link action to a model or sub-object, follow these steps:

1. Select the element you would like to attach a link to.

2. Click the button next to the element’s name in the attributes pane and select the Link option.

3. In the Link Settings in the attributes pane, make sure the Disable option is unchecked, and then select the scene you would like the model to be able to jump to using the Link Scene option.

4. Once linked, the role will have a glowing blue box that signifies the link’s area. You can drag the surrounding blue cones in order to move this link area to your liking.

This action allows you to remove an element during any scene after the scene where it was first placed.

The steps to add a Disappear action to an element are as follows:

1. Select the role that you would like to disappear.

2. Click the button next to the element’s name in the attributes pane and select the Disappear option. At this point, the element will be grayed out, showing that it will disappear at the end of the scene.

3. In the Disappear settings in the attributes pane, select your preferred type. The Disappear type shrinks the element into its own center until it disappears and Left or Right makes the element move a short distance in the corresponding direction before vanishing.

The Color Changes action is an animation effect that enables an element to change colors during the animation. It can be applied to any node of a model, whether it is the entire model or specific sub-objects. When you add the Color Changes action to the entire model, the color changes will be applied to the currently selected model and all its sub-objects, allowing for dynamic and visually appealing color transformations.

Here are the steps to add a Color Changes action:

1. Select the element that you want to change color during the scene.

2. Click the button next to the element’s name in the attributes pane and make sure that the Color Changes action is enabled.

3. Then, set the color you would like the element to change to, the transform type, and the duration.

Transform Type

    • None: The color of the element will directly change to the specified color without any animation effect.
    • Gradual: The element’s color will transition into a new color over a period of time, creating a smooth and gradual change in color.
    • Flash: The element will rapidly alternate between its original color and the new color within a certain time frame, creating a blinking or flashing effect.

After adding the Color Changes action, during the scenario playback, when the element performs the action, its color will change according to the settings.

Elements

In DataMesh Studio, elements are all the various types of objects that you can incorporate into your scene. This ranges from 3D models to attachment resources, built-in tool models, expanded tools, light sources, cameras, and more. You can combine these elements together in order to create organic 3D scenes that can be used for display, training, and demonstrations.

In DataMesh Studio, you can convert a variety of 3D model files into models, which can then be found in your resources tab. To use a 3D model, you need to create it using an external application program and then upload it to the resources of the FactVerse Services platform.
Supported file formats for models include: .fbx, .glb, .obj, .stl, .3mf, and .ply.

Upload models

To utilize an external model in DataMesh Studio, you must first upload it through our FactVerse Services platform. There are two ways to do this:

    • Directly through FactVerse Services: You can upload model files directly on the platform. For detailed steps on how to upload a model file, please refer to DataMesh FactVerse User Manual.
    • DataMesh Importer: DataMesh Importer allows you to not only upload models, but also check their structure, materials, and adjust attributes such as color, transparency, metallicity, and smoothness. For more information, please refer to DataMesh Importer User Manual.

After uploading the model, you can add it to the scene by dragging and dropping it from the My Resources section in the Resources pane of DataMesh Studio.

Model element attributes

After dragging a model from the Resources pane to the scene in DataMesh Studio, the model will be placed in the scene and automatically selected. At this point, the attributes pane will display the initial attributes of the models, which include Appear, Model Attributes and IoT Data Binding.

Appear: This option controls how the model first appears onto the screen. For more detailed information, refer to Appear.

Model Attributes: These are settings specific to models, and can only be configured within the first scene that the model appears in.

    • Create Negative Space: This attribute causes an element to become “globally transparent” during Mixed Reality (MR) mode, which means that any part of a digital element that is behind the globally transparent element in the viewer’s perspective will become transparent as well. This is useful if you want to create a door that leads to a place that should not be physically possible.
    • Scale Multiplier: This is a model-only attribute that increases the sensitivity of the Scale attribute based on the number that you enter. This allows you to make models bigger and smaller than the normal scale attribute allows.

IoT Data Binding: This allows you to import external data regarding the behavior of the model in your scenario, such as model movement, rotation, and color changes. This primarily is used to establish a connection between models and digital twin objects. For more detailed information about IoT Data Binding, please refer to IoT Data Driven Instructions.

Attachment elements refer to 2D resources such as images, videos, audio files, and PDF documents. They provide additional instructions for model structures, operation flows, guidelines, and more. These resources serve as valuable aids in enhancing the scenario experience. To use attachment elements, you need to upload the corresponding resources to the FactVerse Services platform. Once uploaded, you can easily drag and drop them from the My Resources section of the resources pane into the workspace of DataMesh Studio.

Images

Images in your scenario can be used as a background for your virtual environment, diagrams that showcase information that is hard to otherwise convey, and blueprints that present a secondary visual aid. This feature increases the effectiveness of your scenario, especially for visual learners.

Supported image formats in DataMesh Studio include JPG and PNG.

Always Face User: This toggles whether or not the image always faces the user, regardless of direction or viewing angle.

Audio

In DataMesh Studio, you can enhance the immersive experience of your scenarios by adding audio files that act as background music or sound effects.

We recommend using MP3 and OGG formats for audio files in DataMesh Studio.

To add audio files to the scene, you can simply drag and drop them from My Resources to the scene in DataMesh Studio. If you need to adjust the attributes of audio files, such as volume and loop playback, you can select the file and modify its settings in the attributes pane. If you want to remove audio files from the scene, you can select the audio element in the scene and click the delete button.

    • Background Music: This toggles whether this audio file is played in mono, where there is no sense of direction or dimensionality to the sound, or stereo, where the user’s position changes the direction and effect of the audio.
    • Hide During Scenario Playback: This toggles whether or not the audio file is visible when the scenario is in progress.
    • Autoplay: This toggles whether or not the audio file plays automatically.
    • Loop: This toggles whether or not the audio file restarts from the beginning once it has ended.
    • Volume: This allows you to adjust the volume of the audio file.

Video

There are still situations where you would want to include 2D videos in your scenario, such as functioning as a tutorial while the user follows the instructions in the virtual space or imitating a real-life screen to add realism to your simulation.

We recommend using MP4 and MOV formats for video files.

    • Always Face User: This toggles whether or not the video always faces the user, regardless of direction or viewing angle.
    • Autoplay: This toggles whether or not the audio file plays automatically.
    • Volume: This allows you to adjust the volume of the video file.

PDF documents

In DataMesh Studio, you can add PDF documents to the scene by dragging and dropping them from the resources pane. After adding a PDF file, you can set the default page number to be displayed in the attributes pane. This way, when you navigate to this scene in the scenario, the PDF file will show the specified page number.

You can design and create custom tools in Unity following the provided tool production specifications. Afterward, use the DataMesh plugin to export your tools as a zip file. Once exported, you can open and view the zip file using DataMesh Importer. You can also upload the zip file to the FactVerse Services platform, making it available as a built-in tool for use in DataMesh Studio.

You can follow the steps below to add an extension tool:

1. Open the zip file in the Importer and click the Save button to upload the file to the FactVerse Services platform.

2. Open the libraries tab in the resources pane of DataMesh Studio.

3. Click the ellipsis ︙ icon next to the Extensions header and select New Extension from the drop-down menu.

4. In the New Extension window, fill in Name, and Type and select the extension file from the server.

5. Once configured, you will see the newly added extension under the Extensions section.

DataMesh Studio comes with a multitude of built-in tools which can be found in the libraries tab of the resources pane. These tools can help users in scenario creation. The method of adding these tools is the same as adding regular models: direct drag and drop.

Text

Text is used for showing information, explaining a concept, or describing the purpose of an element in the scene.

In DataMesh Studio, you can add three types of text: Textbox, Tag and Web Tools.

Textbox

You can add a textbox via dragging and dropping it to the workspace. In the first scene where the text is added, the text will automatically have an appearing animation effect. You can adjust its position and rotation angle just like adjusting a model and resize the text box by dragging its four corners. In the attributes pane below, you can enter the text content and press Enter to create line breaks. Additionally, you can modify the width and height of the textbox, background color, text size, text color, alignment etc. After checking Always Face User, the text will always face the user regardless of viewing direction.

AI Assistant

The AI Assistant feature in DataMesh Studio is built upon the FactVerse AI capabilities of the FactVerse Services platform. Users can generate textual content through cconversation with the AI Assistant.

The workflow for using the AI Assistant is as follows:

1. On the FactVerse Services platform, create a knowledge base and an AI Assistant. If an AI Assistant is not configured, the system provides a default AI Assistant with no configuration. For more detailed information, please refer to the FactVerse Services User Manual.

2. In the workspace of DataMesh Studio, add a textbox.

3. Select the textbox, and in the right-side textbox attributes panel, you can see a FactVerse AI tool below the content box.

4. Click the switch icon to display a list of available AI Assistants for content generation. If there are no AI Assistants available for switching, the switch icon will not be displayed, and the system default AI Assistant will be used.

5. Enter a question, and the AI Assistant will automatically generate content and populate the textbox with it.

6. Click Text to speech button, and a Create audio window will pop up.

    • Language: The language of the audio file, currently supporting Chinese, English, Japanese, and Korean.
    • Gender: The gender of the voice for the audio.

7. After selecting the language and gender, click Confirm to create the voice.

8. Once created, you can click Audio Preview to listen to the generated audio. Clicking Confirm will add the generated audio content to the text box.

9. When editing the content of a textbox that already has generated audio, you will see a prompt saying, “The text content has been changed and does not match the audio.”
Note: This prompt will only appear once during editing. If you reopen the textbox, you will be reminded again when editing.

Tag

A Tag tool consists of a textbox, a connection line, and an anchor. After adding a tag, you can move it to the desired model by clicking and dragging the anchor point. The anchor point can attach to the surface of the model and move along with it, and the text box will adjust its position accordingly. The properties displayed in the attributes pane for the tag are like those for text boxes. You can modify properties such as the width and height of the tag’s textbox, background color, font size, font color, and alignment. Like text boxes, tags present a textual description to the user, but with the addition of an anchor point that can attach to another element.

Web Tools

Web Tools allows you to embed website content into a scene. You can drag and drop the Web Tools from the Text tools section into the workspace, and then configure the Website URL you want to embed in the attributes pane. During playback, the web tool will display the website on its screen. With the web tool, you can embed various online information, data, or real-time information directly into the scene, and can have simple interactions with the web page, resulting in a more vivid and intuitive presentation effect.

Components

Ruler

The Ruler can measure the distance of other elements by identifying their horizontal planes. Stretching the four corners of the ruler aligns both ends of the ruler with the ends of the target element, and the measured length is displayed in the middle of the ruler.

Ruler Attributes

    • Auto Measure: When this is enabled, the actual measurement length of the ruler is displayed above it. Otherwise, the content configured in the Text Attributes is displayed.
    • Left/Right Endpoint: The X-axis coordinate of the left/right endpoint is relative to the center of the ruler. Therefore, the Left Endpoint can only be entered as a negative value, and the Right Endpoint can only be entered as a positive value.
    • Color: This sets the color of the ruler element.
    • Size: This sets the size of the ruler element.

Button

The button is a tool that can be used to display information and control the order and duration of scenes.

In the attributes pane, you can change the label of the button, adjust its size and color, and set which scene the button will travel to when pushed.

Guide

The guide element is a 2D row of arrows that travel forward in a straight line. DataMesh Studio provides four guide style options that change the appearance of the arrows, and you can also modify the size and movement speed of the arrows.

You can find Guide in the Components of the Libraries of the Resources pane and drag it to the scene. In the attribute area, you can choose distinctive styles and control properties such as the size and position of the marker.

Light Source

By default, new scenarios come with two light source elements. They provide lighting effects for the scene, and the light source will be automatically hidden during scenario preview to ensure that the light source itself does not interfere with the scene’s appearance.

You can use following ways to operate light source:

    • Add light source: To add light source, you can drag the Light Source component from Libraries of Resources to the scene. The newly added light source will be displayed in the element list.
    • Delete light source: Select the light source to be deleted and click the delete button in the toolbar. Please note that each scene needs to keep at least one light source.
    • Edit light source attributes: After selecting the light source, you can edit the light source attributes in the attributes pane area, such as light source Color, Brightness and Generate Shadows or not etc.
    • Add movement to the light source: You can add movement to the light source element which is used to simulate light movement, such as sunrise and sunset, and headlights of a moving vehicle.

Light Source Types

Directional Lights: This type of light illuminates the entire virtual environment in the same direction and can be thought of as sunlight. The light’s source does not come from the element itself, but from a distant point outside of the environment which can be adjusted by rotating the element.

Point Lights: This creates a localized light source that illuminates the surrounding environment within a specified radius. Its brightness will decay with distance and will eventually disappear completely once you are out of its range. Point light is commonly used to simulate weaker light sources such as candles, lanterns, or light bulbs.

Spot Lights: This type of light narrows its range into a cone shape, similar to a flashlight. Its brightness also decays with distance, but the spread of its range will widen as well. Conical light is commonly used to simulate spotlights, flashlights, and classic desk lamps.

Color

In DataMesh Studio, the default color of a light source is white. You can change the color of the light source to change the color of the light that shines on the object. Generally, white light sources are suitable for “ordinary” lighting used to shade objects.

Brightness

Brightness refers to the brightness of the light emitted by the light source, which can be adjusted in the range of 0.01-5.00. By adjusting the light intensity, you can change the brightness of the light shining on the object.

Generate Shadows

This option toggles whether or not elements generate shadows from this element’s light.

Shape

Our library also provides several 3D shapes for you to utilize, which include Pyramids, Spheres, Cylinders, Cubes, and Arrows. You can change the color of every shape, and there are multiple other customization options that are unique for each shape.

You can set attributes of shape model in the attributes pane, such as shape, color, base area, and height of pyramid.

Symbols

Our library includes several universal symbols that may be relevant based on the needs of your simulation: Correct, Incorrect, Warning, and Electricity Hazard. Symbols are important because they can be applied to multiple different situations and their meanings are instantly comprehensible regardless of language barriers or literacy levels, making your scenario more accessible to all viewers.

Hand Gestures

Our library includes three types of 3D hand gesture models: Hold, Reach and Point. These elements can be used to convey meaning, machine operation instructions, and examples of what not to do. The hands can be swapped between left and right in the attribute panel, so that you can simulate both hands of the same person doing different things.

IoT Data Pane

IoT Data Pane can be used to display real-time IoT data and simulated data. You can select data in the attributes pane, and set the background color, font size, alignment, title and select digital twins.

IoT data binding

Click + Select Twins, a Digital Twin list will pop up. This list displays all the digital twins’ names under this account and supports searching by the digital twin’s name. After selecting digital twins, the original + Select Twins UIwill change to the name of the selected digital twin. Click the name of the selected digital twins, you can select digital twins again.

For more details of IoT Data Binding, please refer to IoT Data Driven Instructions.

Arrow

Our library includes many different arrows that can be applied to a multitude of different situations.

Special Effects

DataMesh Studio contains many special effects tools, including Lightening, Water Leak, Fire and Gas Leak.

You can drag special effects tool to the scene from Special Effects of Libraries of Resources pane and configure model attributes in the attributes pane.

The attribute descriptions for special effects are as follows:

    • Color: Changes the color of the special effect.
    • Life Cycle: Sets how long the special effect exists, in seconds.
    • Initial Speed: Set the initial speed of the special effect.
    • Particle Quantity: Set the quantity of particles included in the special effect.
    • Direction: Set the direction of particle movement in the special effect.

Similar to the light source element, all scenarios start out with one camera. However, the camera cannot be deleted, and more cameras cannot be added. Since the camera defines what the viewer sees from the scenario, there has to be exactly one in every scene. By adjusting the camera’s position, rotation, and field of view, you can achieve various lens and motion effects. This capability enables you to incorporate diverse perspectives into the scenario, resulting in a more immersive and captivating experience for viewers of your scenario.

Camera Attributes and Camera POV settings are shown in the figure below:

Camera Attribute

    • Apply Camera Movement: This option is enabled by default, which means that any movement effects you have set for the camera will occur during the preview. If you are viewing a scenario made using previous versions of this application, you may need to deselect this due to compatibility issues.
    • Disable Preview Movement: This option is only available when the Apply Camera Movement setting is enabled. If this option is checked, users cannot move the camera during a preview, and can only follow the camera’s preconfigured path. If this option is not checked, users can freely adjust the camera angle during the preview.

Camera POV

There are two buttons under Camera POV:

    • Get Camera POV: This function changes your view of the scene to your camera’s current point of view.
    • Set Camera POV: This function changes the camera’s point of view to your current view of the scene.

How to move the camera in a straight line

When the view in the scene needs to change, such as bringing the camera closer or further away from the target position, orbiting or hovering around the target position, etc., you need to add pose action for the camera. After adding the action, dragging the camera with the mouse will show a straight-line path from the camera element’s initial position to the mouse position. At the same time, moving or rotating the camera will refresh the camera movement effect in the attributes pane.

You can follow below steps to add camera movement in straight line:

1. Click on the camera to select it, then navigate to the attributes pane and check Apply Camera Movement.

2. In the attributes pane, click the button next to the element name, then select Movement.

3. To add a linear movement to the camera, make sure that the Curved Path option is disabled. Then, you can use either of the following two methods:

a). Method 1: Drag the camera to where you would like it to move to, and you can rotate it to change its angle as well. You should see a blue and white line connecting the camera to its old position, which represents the path that the camera will take to reach its new location.

b). Method 2: Change your view of the scene to what you would like the next camera angle to be, then select the camera in the elements pane. In the attributes pane, press the blue Set Camera POV button that is located underneath the Camera POV This will bring the camera to your location and set the camera’s point of view as what you currently see in the workspace.

4. In the attributes pane, you can change both the duration value to control how fast the camera moves to its new location, and the movement type in order to control its acceleration along the path.

5. Repeat Step 2-4 to add multiple linear camera movements. You can create a motion trajectory consisting of multiple straight-line segments, as shown in the figure below:

How to move the camera in a curved path

Camera movement in curved path is an advanced camera movement. By using at least three path points, you can freely configure the positions of these points to create various camera movements in curved path. Compared to camera movement in straight-line path, curved camera movements make your scenario more dynamic and visually impactful. Camera movement in curved path is shown in the figure below:

To use curved camera movement, you need to enable the camera movement feature in Camera Attribute, and then add pose action to the camera. You can set Movement parameters such as Face the Path and Control Point to achieve the desired curve path effect.

Here are some of the camera attributes that you will need to know in order to move the camera in a curved path.

Curved Path: Enabling this option allows the camera’s path to curve around control points.

Face the Path: The camera direction always stays aligned with the path direction.

Control Point: These are points along the camera’s path that guide the way that the path curves. You can set as many as you want, and setting multiple points along one curve allows for more gradual and smoother camera movements.

The steps to create a camera movement in curved path are as follows:

1. Click to select the camera in the Elements pane and choose Apply Camera Movement in the attributes pane to enable camera movement.

2. Click the  button near the element name to add a Movement action to the camera.

3. In the attributes pane, set Duration and check Curved Path for the Movement action.

4. To add a curved movement to the camera, make sure that the Curved Path option is enabled. Then, you can use either of the following two methods:

a). Method 1: Drag the camera along the path you would like it to follow and press the blue button Create a control point at the current position in the attributes pane when you would like the path to curve. You can also rotate the camera before doing so, and the camera will turn in that direction during the motion. Depending on your desired path, you may need to add multiple control points per curve.

b). Method 2: Click on the blue button Set Camera POV to change your view to the camera’s point of view. Then, move your view around the virtual environment in the same way you would like the camera to move, and use the Create a control point at the current position button to set control points when you would like to curve the camera in another direction. The more control points you set, the more accurate the camera will be when replicating your movements.

5. Repeat the previous step until you have achieved your desired movement. You can also edit the position and rotation of your camera during previous control points by selecting a control point, then adjusting the camera accordingly.

Add an element

To add an element to your scene, select the element from the resources pane and directly drag it into the workspace.

Hide or show an element

If you hover over an element’s name in the elements pane, a button will appear. Press this button to toggle the element’s visibility.

Delete an element

To delete an element, select it by clicking on its model in the workspace or its name in the elements pane. Then, press the delete icon in the toolbar or the delete button on your keyboard to remove the element from all scenes.

Note: Elements can only be deleted in their first appearance scene.

Select an element

To select an element, click on its model in the workspace or its name in the elements pane. A selected element will have an orange outline around it (blue for special elements like light sources and cameras), along with corner lines that can be dragged to change its size and buttons that can be dragged to rotate it or change its elevation. Dragging anywhere within the corner lines allows you to change the element’s position on the horizontal plane.

Adjust the movement of an element

When the element is in the state of the Appear action or Movement, you can position and adjust the posture of the element by panning, rotating, scaling, and adjusting the height.

Here are the simple steps to perform these operations:

    • Horizontal Movement: After selecting an element, you can drag it anywhere within the highlighted corner lines in order to move it across the horizontal plane. You can also manually change its X and Z coordinates in the attributes pane to fine-tune its new position. When the selection highlight is pink instead of orange or blue, this means that the model cannot be moved in its current state. This occurs when the element’s subcomponents are spread out due to the disassemble effect, or when the element is currently applying the cross-section effect.
    • Resize: After selecting an element, you can drag the corners of the selection box to change its size during the scene. You can also change its scale attribute, which will affect its size.
    • Rotation: After selecting an element, drag the rotation arrows above, below, or to the right of the selection highlight to rotate the element during the scene. You can also manually input the rotation angle in the attribute pane for precise adjustment.
    • Vertical Movement: After selecting an element, you can drag the double arrow icon to the left of the highlight up or down to adjust its vertical movement during the scene. You can also manually input the Y-axis value in the attribute pane.

Move an element via Directional Movement

Using the move tool can quickly and accurately move the element along a straight line, especially when you need to move the element to a precisely positioned location.

Here are the simple steps to drag the element along a straight line using Directional Movement:

    1. Click Tools in the toolbar and select Directional Movement.
    2. Select the element that you want to move in a straight line during the scene.
    3. Three cone-shaped arrows will appear, which each correspond to an axis in the 3D space. Dragging an arrow will move the element along the corresponding axis in a straight line.

4. After dragging the element to the desired position, release the mouse button to complete the move operation.

Multiple selection

When you need to perform the same action on multiple elements at the same time, you can use the multiple selection operation. To do this, hold down the Ctrl key and add elements to your selection by clicking their model in the workspace or their name in the elements pane.

After selecting multiple elements, you can perform the following operations on them:

    • Move and rotate: Adjust the position and rotation angle of multiple elements by moving and rotating the multi-selected elements.
    • Copy and paste: Use Ctrl + C and Ctrl + V to copy and paste these elements.
    • Delete multiple selected elements: Click the delete button in the toolbar to delete multiple elements at once. Note: Sub-elements cannot be deleted.
    • Set the center point of multi-selected elements: You can set the central point of all the selected elements in the attributes pane, which affects their behavior when rotated.
      • Central Location: The center point is the central location of the bounding box for all selected elements. It is a default option.

      • Central Elements: Select one element as the center point from the selected elements.

Group elements

The grouping function behaves like a more permanent form of multiple selection; it  combines multiple elements into a single entity and creates a new group element in the elements pane. To create a new group, select all elements that you would like to include, then press the group button  in the toolbar.

You can perform the following operations on the group:

    • Move and rotate: You can adjust the position and rotation angle of the group by moving and rotating it.
    • Ungroup: Select a group, then press the ungroup button  in the toolbar to disband the group. This causes the group element in the elements pane to disappear, and all elements previously in the group will now behave independently of each other. If you had groups within the disbanded group, those elements would remain grouped.
    • Rename: The default name of a group is “Group” followed by a sequence number, such as Group1, Group2. After creating the group, you can modify the group name in the attributes pane.
    • Set the center point of the group: You can set the central point of the group in the attributes pane, which affects their behavior when rotated.
        • Central Location: The center point is the central location of the bounding box for the group. It is a default option.
        • Central Elements: Select one element as the center point from the group.

Note: When you click on an element that belongs to a group, the system will prioritize selecting the group. If you need to select a specific element within the group, click on that element when the group is selected.